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banging my head

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I hate it when I stop working on a programming project for too long. I forget stuff, except for the problem I couldn't figure out or solve. Which doesn't provide me with much incentive to pick it back up. Thus I forget more & it's even more difficult to actually fix whatever roadblock I hit.Leprechaun has a problem. What should be a static display isn't. Enemies are moving (although they may be simply falling, although I didn't think I had added that subroutine into their logic yet) and the player disappears after a couple of seconds. Something's f**k'd up and I'm not sure where to start looking.Part of the problem is I had to put too many pieces together at once. There just wasn't an easy way to add features incrementally. So now I've got a big whack of new code.But I have a plan, or at least a concept. Since the display is supposed to be static, I should be able to split Z26's trace log into separate files by frame, then use WinDiff to identify what is changing or at least when it's changing. That should then get me back towards the chunk of code which could be causing my current headaches.I promise, as soon as I have somthing which is reasonably stable I'll post it here.

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Turns out I did stick the movement subroutine into the enemy movement routine, but it only does falling. I've also determined that something happens to the player through the first cycle through the player/enemy lists. So I've narrowed it down. Now I'm just wondering if there's an easy way in Stella 2 to dump the contents of RAM each frame so I can try to figure out when it's changing. I'm guessing it's a bug in the player movement routine.

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